The Effectiveness of Virtual Reality as an Intervention to Decrease Chronic Low Back Pain in Adults as Compared to Standard Therapeutic Intervention: A Systematic Review Patrick McCarty, SPT David Wisowaty, SPT Amanda Kuptsow, SPT Elizabeth Tapia, SPT Peter Leininger, Ph.D., PT, OCS 1 ORDER OF WHO IS PRESENTING:
PREVALENCE OF CHRONIC LOW BACK PAIN (LBP) ◼ According to the American Physical Therapy Association’s “Move Forward” Low Back Pain Survey (2012) 1 More than one-third of Americans reported LBP impacts ability to perform daily tasks, ◼ exercise, and sleep Nearly 3 in 4 Americans (72%) reported using pain medications to relieve symptoms ◼ National Institute of Neurological Disorders and Stroke (2014) 2 ◼ 80% of Americans experience LBP ◼ Most common cause of job-related disability ◼ 2
PREVALENCE OF CHRONIC LOW BACK PAIN (LBP) ◼ Centers for Disease Control, Summary Health Statistics (2015) 3 LBP ranked higher than neck pain, face/jaw pain, and pain related to severe headaches and ◼ migraines for adults in the U.S. aged 18 and older Greater than one-third of Americans aged 45-75 and older experience LBP ◼ ◼ A qualitative study by Palazzo, Klinger, and Dorner et al examined barriers to exercise program adherence for patients experiencing chronic LBP (2016) 4 Common reasons reported for failed adherence: repetitive exercise program, lack of ◼ feedback, fear avoidance behaviors , lack of support, lack of motivation Solutions offered by patients: social networks, videos for guidance in good form , virtual ◼ reality programs that provide feedback, progressive challenge 3
NON-IMMERSIVE VIRTUAL REALITY Immersive Virtual Reality 5 Non-Immersive Virtual Reality 5 ◼ Non-invasive computer simulation ◼ Non-invasive computer simulation ◼ User interacts with a two dimensional ◼ User interacts with a three dimensional computer generated environment computer generated environment ◼ Display is usually a computer monitor or a ◼ User wears a head mounted display TV screen ◼ User interacts via accessory devices such as ◼ User interacts via accessory devices such as keyboards, mice, or controllers,or with bodily keyboards, mice, or controllers,or with bodily motions motions ◼ Considered to be the highest interactive ◼ Less costly to implement than immersive implementation of virtual reality virtual reality 4
PURPOSE To determine the effectiveness of virtual reality (VR) as an intervention to decrease ◼ chronic low back pain (LBP) in adults as compared to conventional physical therapy (PT) intervention. 5
METHODS Search Terms: ◼ (virtual reality OR VR OR virtual reality gaming OR gaming) AND (back ◼ pain OR chronic back pain OR low back pain OR LBP) ◼ Search Limits: English language ◼ Human subjects ◼ ◼ Databases: MEDLINE/Pubmed, Proquest, CINAHL, Cochrane Library, ScienceDirect ◼ 6
SELECTION CRITERIA Selection Criteria: ◼ Diagnosis of chronic low back pain (> 2 months) ◼ Adults 18 years and older ◼ Randomized controlled trials (RCT) ◼ Interventions including VR ◼ Assessment using a valid and reliable pain scale ◼ 7
EXAMPLE VIRTUAL REALITY SYSTEMS 8
PRISMA Records identified through Identification Additional records identified database searching through other sources (n=607) (n=3) Records excluded Records after duplicates (n=588) removed Screening (n=597) ● By title due to irrelevance (573) ● By abstract (15) Records screened ○ Study Design: 10 (n=597) ○ Population: 2 ○ Intervention: 3 Eligibility Full-text articles assessed for eligibility Full-text articles (n=9) excluded with reasons (n=3) Studies included in Included ● Study design = 3 qualitative synthesis 9 (n=6)
PEDro SCORING 10 Average : 6.7 Range : 5-10 (Moderate to Good Evidence)
RESULTS Samples ranged from 21-52 subjects (207 total) ◼ ◼ Average age of subjects ranged from 24-68 years old ◼ Five of 6 studies reported baseline average LBP ranging from 6-7 on a visual analog scale ◼ VR intervention ranged from 15-30 minutes (avg. = 23.3) Frequency ranged from 3-5 sessions/week (avg. = 3.5) ◼ Duration ranged from 2-8 weeks (avg. = 5.5) ◼ 11
RESULTS ◼ Of the 6 studies selected: All used non-immersive VR ◼ All reported significant within group differences in pain reduction for VR groups ◼ All were compared to control groups receiving traditional therapeutic exercises ◼ Interventions included VR as the sole treatment or in conjunction with therapeutic exercises ◼ ◼ Four of 6 studies compared between group differences: Two found statistically significant reductions in pain favoring VR intervention groups ◼ Wii Fit Yoga ◼ VR Walking program (viewed on screen, with video glasses) ◼ 12
RESULTS ◼ Other clinically significant benefits reported in the studies: Improved functional outcomes 6,7,9 (Sit to Stand, TUG, 6MWT, ODI) ◼ Decrease in fear avoidance behavior 7,9 (Tampa Kinesiophobia Scale, FABQ) ◼ Improved well-being 10 (RAND-36 Mental Health Composite) ◼ 13
LIMITATIONS Variable treatment parameters ◼ Frequency (3-5 sessions), time per session (15-30 min), treatment duration (2-8 ◼ wks) Variable VR interventions ◼ Commercial systems: Wii Fit (recreational games, yoga, task-specific training) ◼ VR passive walking program, tablet games ◼ VR dodgeball (system developed through research) ◼ ◼ Lack of between group comparisons in two studies ◼ Lack of follow-up to determine long term effects of interventions 14 ◼ Limited databases used
CONCLUSIONS ◼ Moderate to strong evidence suggesting that non-immersive VR is a promising intervention to consider as part of a therapeutic exercise program for patients with chronic LBP, but research is limited to suggest it is superior to therapeutic exercise programs alone. ◼ Further research is needed to determine which specific non-immersive VR programs and treatment parameters are most effective for quality evidence-based practice. 15
CLINICAL RELEVANCE VR is a novel opportunity for task-specific training in a stimulated, safe environment ◼ ◼ Emerging evidence showing that VR: Increases functional outcomes attained in therapy 6,7,9 ◼ Improves emotional well-being 10 ◼ Helps to breaks the cycle of fear avoidance behaviors 7,9 ◼ 16
CLINICAL RELEVANCE ◼ Recommended VR session parameters for pain reduction: 20-25 minutes per session ◼ 3-5 times a week for 4-6 weeks ◼ ◼ Clinicians should consider VR as an adjunct to conventional PT to improve delivery of patient care 17
FUTURE RESEARCH Future studies should: ◼ Examine pain reduction in VR only groups as compared to conventional PT ◼ groups Examine effectiveness of VR programs in maintaining improved pain outcomes ◼ over time through follow-up assessments Determine impact of VR interventions in improving patient adherence to plan of ◼ care for chronic LBP Establish more consistent treatment parameters for non-immersive VR programs ◼ to improve application to practice Compare efficacy of non-immersive and immersive VR programs in treatment of ◼ chronic LBP 18
CURRENT RESEARCH ON VR AND LBP ◼ Video-game based exercises for older people with chronic low back pain: a protocol for a feasibility randomised controlled trial (the GAMEBACK trial) 12 (2017) ◼ Attitudes toward a virtual reality physical activity intervention among veterans with chronic low back pain 13 (2017) Supplement– Journal of Pain prints abstracts of presentations where data is yet to be ◼ published 19
ACKNOWLEDGEMENTS Thank you: ◼ Dr. Leininger ◼ Dr. Hakim ◼ Dr. Collins ◼ Dr. Sanko ◼ Dr. Trost ◼ DPT students, faculty, and guests! 20
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